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You may have noticed that we have an additional row of faction symbols, and that the secret symbol is not secret anymore. The additional factions are:
-the Medic Empire: After Martin Septim's death there were many men strugling for the throne of Tamriel. Titus Mede was one of them, and he was the one to capture the Imperial City. He will be a playable faction.
-Wayrest: Wayrest was already mentioned in the preview, and here is its symbol. Wayrest will be playable
-the Crowns: After Hammerfell was conquered by the Empire in E2, the Redguard society split into two. The so called "Heirs" adapted parts of the Cyrodiilic culture, while the "Crowns" insisted on keeping the old traditions of Yokuda, where the Redguards originally came from. The society is still split in E4, and the king of Sentinel is an Heir. The Crowns are likely to rebel against him. They will work like the Barons' Alliance in Britannia.
-the Aldmeri-Dominion: After the Thalmor seize control over Summerset, they will try to overthrow the rulers of Valenwood. The player will be able to do exactly this. You can restore the Dominion and bring Elven rulership to the world.

We can now proudly present a second preview:

Spoiler Alert, click show to read:

1. The interface

I'll start with the interface. Thanks to Vladyvid we have a new one for Morrowind

Spoiler for Morrowind-Interface:

Meanwhile, I did the Imperial interface.

Spoiler for Imperial interface:

Furthermore, Hexenkönig created a new menu:

Spoiler for Menü:

2. The map

The map also changed thanks to Hexenkönig, with new provinces, terrain, redistribution of settlement posessions and a new faction: Wayrest (Wegesruh in German)

Spoiler for Wayrest:

The eastern provinces of High Rock fell to Skyrim after the war of Bend'r-Mahk. In the spoiler you can see Skyrim's posessions in High Rock

Spoiler for Skyrim's posessions:

Jehanna and Farrun once belonged to High Rock.

Hammerfell also took part in the war. And lost! Dragonstar, Dragongate and Elinhir were once in Hammerfell's posession

Spoiler for eastern Hammerfell:

Here are some more picture of the overhauled Hammerfell:

Spoiler for Hammerfell:

We also pais attention to the islands:

We have also some new provinces and a forest on Solstheim. Snow will, of course, be done with the time:

Spoiler for Solstheim:

The desert of Elsweyr and the southern jungles must not be missing:

Spoiler for Elsweyr:

And here are the various forests of Valenwood:

Spoiler for Valenwood:

Cyrodiil got some additional settlements aswell:

Spoiler for Cyrodiil:

3. The units

We've got some nice magical projectiles (thanks to Eotheose )

Spoiler for magical projectiles:

In addition, I created a new and very special type of projectile:

Spoiler Alert, click show to read:

It seems as if there is notjing dangerous.
But appearences are deceptive. The skald of Skyrim have a devastating voice:

We're currently working on coding (a new culture for the Argonians is done, as well as ten religions, one for each race; Takeda is working on the buildings). Units for most factions are also done coding wise (we're still lacking models).
I am busy with improving the coastlines.

Mainly 11 factions will fight for honour and glory in Tamriel. I'm sure that some of you recognized the top-secret faction in row 3. Look forward to a surprise. It will be a very special one :strategie_zone_272:

In the spoiler below you'll find a description of the story, and in the second one you'll see some parts of the map.

Spoiler Alert, click show to read:

We're in the fourth era. The Empire is about to collapse. At every border of Cyrodiil the vanquished peoples struggle for freedom, and they don't fear the legion of the Empire. Overbearing dunmer, freedom-loving redguards, adept bretons, uppish altmer, swift bosmer, lizardlike argonians and fierce nord, all of them stand up to high chancelor Ocato, the current ruler of Tamriel. However, decay or a new rise of the Empire is not the only topic in TTW. You also have the chance to leave Tamriel and search for a new homeland. For instance, it is said that the once mighty Yokuda sank into the sea in the west, and that in the south there lies Pyandonea, a land shrouded in mystery, which is ruled by the immortal wizard Orgnum, who was expelled from Summerset.

the map:
(radar-map is modified)

Spoiler Alert, click show to read:

And now a quote of Martin Septim:

The amulet is shattered, Dagon defeated. With the dragons blood and the amulet of kings we have sealed the gates of oblivion - forever. The last of the Septims passes now into history. I go gladly, for I know my sacrifice is not in vane. I take my place with my father and my father's fathers. The third Age has ended, and a new age dawns. When the next Elder Scroll is written, you shall be the scribe.The shade of the future, the fate of the Empire, these things now belong to you.

Signatures:

Spoiler Alert, click show to read:

To add them to your signature, copy the code below the signatures and delete the * in the [*IMG], [*URL], [*/URL] and [*/IMG] tags.

Re: Tamriel: Total War

The king of Morrowind is Hlaalu Helseth. And that wolf is his banner. In real it has the same colour as that of the Empire, so we chose another colour. High Rock will be split up into Daggerfall and Wayrest, when the progress is further. It is faster to do it like this, as we firstly only wanted to have High Rock. When it is split up, Daggerfall will have the banner seen above, and Wayrest will have one based on this.

Re: Tamriel: Total War

Re: Tamriel: Total War

This looks pretty good, and I am looking forward to an Elder Scrolls mod. I'm just worried about the fact that there seems to be a lot of them started but never finished. Sometimes I hate being pessimistic. Good Luck though, hope you guys are successful.

Favorite Mods

Thera, Call of Warhammer, Eras Total Conquest, Broken Crescent, Third Age Total War.

Re: Tamriel: Total War

It's about time somebody succeeded in making an elder scrolls mod, I've considered doing one myself, but then I remember I don't know a thing about modding...
But enough about that, have some rep.

P.S I think I know who the secret faction is, I hope you know how to make good textures
Also, Akthross: Total War has walking, talking cats in it (two different versions) it also has mages (!) and Thera, Legacy of the Great Torment has Roman legionaries, you could ask to borrow those.

Re: Tamriel: Total War

Mages are no problem. You give them the ammunition of greek fire throwers, and the animation of Naffatun. The legionaries could be interesting for the legion in Morrowind, as they look like "real" legionaries. I'd have to look, wether the cats in Akhtross look like Khajit. Thanks for the advice

Re: Tamriel: Total War

Man... this is going to be insane! Im betting on one of the Akaviri races being the secret faction, cant really imagine the Sload having huge regimented armies

I am really curious how it will all come together though. A couple of factions just dont seem to fit in in Medieval IIs open field battles. the Empire seems to be the only faction that would actually fight in set locations on cleared fields. Guess we'll just have to be patient though, I eagerly await new details, as you can probably tell i'm a huge fan of the Elder Scrolls.

Re: Tamriel: Total War

Most factions would fit the battles. The Nord would be something like the Dans in Vanilla, of course with bonus in snow. Morrowind will have an allround army, which can be used anywhere. Argonians will have spearmen in masses, which are used best against cavalry. And cavalry should only be used in open fields, so the Argonians will fit those. Redguards prefer open combat, so they will also fit. The Bosmer will, however, be a faction with great advantages in forests. Their starting regions are full of forests, though. So this most likely won't be a problem.

Re: Tamriel: Total War

Originally Posted by Lord Golog

Looks exciting! However, if you want to do a Fourth Era mod, then you might want to wait for TESV before hammering out what the lore will be.

Skyrim will be set 200 years after Oblivion. Our mod, however, will be set right after the crisis. There is lore about that time. There's a book called "The infernal city". It says that the moon Baar Dau falls onto Vvardenfell, the Argonians conquer the rest of Morrowind. There's a civil war in Elsweyr, Summerset takes power in Valenwood, there's a civil war in Cyrodiil, after which a new emperor takes power. Furthermore, Bravil and Leyawiin become independent for a while and a rebel group called "the natives" emerges in the county of Skingrad. At the end, the empire looses Valenwood, Elsweyr, Summerset, Argonia and Morrowind. And the mages guild is dissolved, and the Blades are hunted by the empire for whatever reason. That's pretty much lore. Skyrim will possibly add even more. However, I don't think that anyone wants to play 200 years before the lore of Skyrim starts, so the things appearing in the preview will be included.

Is it possible to do conjurers and necromancers in the same way the wardogs were done in Rome?
So you have a handler (conjurer) and instead of a dog, you have a scamp?

Re: Tamriel: Total War

Originally Posted by vercassivelaunos

Most factions would fit the battles. The Nord would be something like the Dans in Vanilla, of course with bonus in snow. Morrowind will have an allround army, which can be used anywhere. Argonians will have spearmen in masses, which are used best against cavalry. And cavalry should only be used in open fields, so the Argonians will fit those. Redguards prefer open combat, so they will also fit. The Bosmer will, however, be a faction with great advantages in forests. Their starting regions are full of forests, though. So this most likely won't be a problem.

What I mean is most of the races dont even field huge armies. I doubt the Argonians line up in formations and charge head on into a fight, the Bosmer I doubt would ever even fight outside of forests, and almost would never have huge formations of men. I know how the units could be outfitted and where they could get bonuses, but the problem is, a few races would never fight in the style Medieval II would require them to. Maybe a compromise would be making them all have the barbarian/untrained formation, less order and more spread out individuals.